Balancing
Asset path: Server/NPC/Balancing/*.json
This object has different properties depending on the value of the Type property.
All possible options are listed below:
CombatActionEvaluator
A balance asset which also configures a combat action evaluator.
CombatBalanceAsset with the following properties:
| Key | Type | Description | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Type | Constant value: CombatActionEvaluator | This field controls the type, it must be set to the constant value "CombatActionEvaluator" to function as this type. | |||||||||||||||||||||
| Parent | String | When set this asset will inherit properties from the named asset. When inheriting from another CombatBalanceAsset most properties will simply be copied from the parent asset to this asset. In the case where both child and parent provide a field the child field will simply replace the value provided by the parent, in the case of nested structures this will apply to the fields within the structure. In some cases the field may decide to act differently, for example: by merging the parent and child fields together. | |||||||||||||||||||||
| EntityEffects | (Nullable) Array of the type: Either String or EntityEffect | A list of entity effects to apply to the NPC at spawn time. | |||||||||||||||||||||
| TargetMemoryDuration | (Nullable) Either Number defaults to: 15.0 or String that matches the pattern: ^(-?Infinity|NaN)$ | How long the target should remain in the NPCs list of potential targets after last being spotted | |||||||||||||||||||||
| CombatActionEvaluator | CombatActionEvaluatorConfig
| The combat action evaluator complete with combat action definitions and conditions. | |||||||||||||||||||||
| Tags | (Nullable) Map of the following:
Map
| Tags are a general way to describe an asset that can be interpreted by other systems in a way they see fit. For example you could tag something with a Material tag with the values Solid and Stone, And another single tag Ore. Tags will be expanded into a single list of tags automatically. Using the above example with Material and Ore the end result would be the following list of tags: Ore, Material, Solid, Stone, Material=Solid and Material=Stone. |
default case: Default
BalanceAsset with the following properties:
| Key | Type | Description | ||||
|---|---|---|---|---|---|---|
| Type | (Nullable) String | This field controls the type, it must be set to the constant value "Default" to function as this type. | ||||
| Parent | String | When set this asset will inherit properties from the named asset. When inheriting from another BalanceAsset most properties will simply be copied from the parent asset to this asset. In the case where both child and parent provide a field the child field will simply replace the value provided by the parent, in the case of nested structures this will apply to the fields within the structure. In some cases the field may decide to act differently, for example: by merging the parent and child fields together. | ||||
| EntityEffects | (Nullable) Array of the type: Either String or EntityEffect | A list of entity effects to apply to the NPC at spawn time. | ||||
| Tags | (Nullable) Map of the following:
Map
| Tags are a general way to describe an asset that can be interpreted by other systems in a way they see fit. For example you could tag something with a Material tag with the values Solid and Stone, And another single tag Ore. Tags will be expanded into a single list of tags automatically. Using the above example with Material and Ore the end result would be the following list of tags: Ore, Material, Solid, Stone, Material=Solid and Material=Stone. |
Notes:
Types referenced by this type
Map
Map of the following:
| Key | Type |
|---|---|
any String | Either String or CombatActionOption |
Map (1)
Map of the following:
| Key | Type | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
any String | ActionSet
|
